Something I’ve picked up on with my gaming preference is stories that don’t simply focus on one “mood” for the game, but alter it to fit the situation. Players get a relaxed time exploring or diving into combat, and the world is inviting and colorful, but when the story builds, it puts brutal tests of character in front of the heroes.

Some examples of generally-great games that might fail this test:

  • Silent Hill 2: A game well-known for plumbing the depths of the human psyche. But it’s missing any real moments of levity, leading players to pretty much be on guard the whole time.
  • Monkey Island: Undoubtedly a funny game. But since it breaks the fourth wall so much, and revels in its own illogical deus ex machinas to fit the “hero cannot die” tropes, it’s never going to make the situation feel tense or at risk even when it tries to (and Telltale did try).
  • Call of Duty: Though a dudebro series, one can’t deny the series has occasionally had some great storyline twists. Many of us may not remember them years later though, because as cool as characters like Captain Price are in the moment, they don’t form a lasting impression as someone “complete” with flaws and weaknesses, in part because the storyline is often rushing you forward with action rather than poignance.
  • GTA: As a crime drama, pretty much everything is falling apart all the time in GTA, whether it’s the plan, the heroes’ relationship, or the entire city. There’s moments of humor for sure, but little in the game makes you feel “awesome” or heroic, like your violence is achieving something.

Some games that prevail:

  • The Walking Dead: While it is a serious game like Silent Hill, it’s more often going to have meaningful, positive and tender moments to settle from the horrors the characters are going through, as well as allowing players to creatively express themselves even if that means having Lee say something boisterous or silly to the other survivors.
  • Yakuza: Sort of the posterchild for these emotional oscillations even within individual side quests. One might start through a silly situation where a man is throwing snow cones in the air, and end with using diaper fabric to simulate a snowstorm - so that a terminal cancer patient has a perfect sendoff in her final hours.
  • Final Fantasy: Thinking of the one I’ve played the most, XIV, but plenty of the others have had the heroes cross-dress to get back their taken party member, perform in plays for children, before having to dive into hell and confront their dark past, or consider ending an entire civilization to save the world.
  • Ace Attorney: The passion for murder tends to run hot. But, Ace Attorney is good at introducing ridiculous characters that tend to soften the blow. They may take premises as simple as security guards or journalists, and find every way they can to exaggerate their appearance and mannerisms. On the other end, the emotions behind proving the state and prosecution wrong about your innocent defendant are always worthwhile. Even when you do your best, the game delivers some poignant and well-written sad endings as well as many good ones.
  • Metal Gear Solid: Though diving hard into the “Tacti-cool”, strategic warfare theme, MGS has always leaned hard into silly and highly characterized moments that have made the hard-hitting ones more impactful, as a result winning it lifetime fans.
  • Borderlands: Thought I’d throw another Western developer on here. I haven’t played many of the others, but Borderlands 2 at least mastered the idea of having characters be flippant and silly 80% of the time, but getting you to really care when the jokes drop. A certain few moments around Handsome Jack come to mind in particular.

I’ve definitely seen that Japanese developers are often better at this form of emotional openness, but this is something that I’ve wanted to explore a bit more as a prompt; whether people agree this is a good goal for story/theme development, what causes some publishers to stumble in this approach, and especially what indie games people aren’t aware of that pull this off particularly well.

  • iltoroargento@lemmy.sdf.org
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    2 months ago

    I recently finished Clair Obscur: Expedition 33 and I think it fits the bill perfectly. I laughed, I cried, I raged, I celebrated, I was in awe. Really a beautiful story and deep take on life and existence. I went into it blind and highly recommend that kind of experience as well.

  • ampersandrew@lemmy.world
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    2 months ago

    Kingdom Come: Deliverance II did this really well just this year. Largely a story about contrasting a desire for adventure with the horrors and realities of war, it also has quests that are full of comedy. You can try to attract a pack of wolves using what the shepherd refers to as his absolute dumbest sheep; you can get blackout drunk with a band of mercenaries who may or may not have killed your childhood friends; you can clean up and decorate a crypt full of loose bones for a man who speaks only in rhymes, poorly, and might be a ghost.

    • OminousOrange@lemmy.ca
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      2 months ago

      I’m playing this now and was going to mention it as well. It’s quite fun and engaging both in the main plot and side quests.

  • knight_alva@lemmy.world
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    2 months ago

    How much are you willing to dig for it? I’m playing through hollow knight atm and have been shocked at the emotional depth that hides in the margins of the world. If you plow through the game and only touch the required content then all you get is the overall somber vibe. But if you turn every stone, talk to every npc, complete every side quest, you might be surprised at how much love and loss and joy and pain there is in the story.

    Overall it is about picking through the ruins of a dead kingdom. You can engage with that as much or as little as you want. IMO they do an outstanding job of rewarding you for the effort.

  • BeeegScaaawyCripple@lemmy.world
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    2 months ago

    which emotional extremes? happiness? joy? fear? sadness? terror? hunger? beautiful food? lust? lust for the beautiful food? i got a lot of emotions just right now lets be real, there’s more than two.

  • NuXCOM_90Percent@lemmy.zip
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    2 months ago

    Japanese developers tend to excel at this because Eastern culture/media is much more willing to acknowledge emotion and moral ambiguity. The West likes misty eyed men whereas East Asians are all about that former boyband member sobbing. And The West only allows a Bruce Willies level character to beat on an abuser. It’s why Hank Hill humorously kicking Jimmy in the ass after… almost getting Bobby run over by a dozen Nascar Cars sticks with us. Or Dan Conner making sure his sister-in-law is okay before wordlessly grabbing his jacket to beat her abuser half to death.

    A couple days back Aftermath posted an excellent blog on Kamen Rider that kind of exemplifies it https://aftermath.site/kamen-rider-kuuga-tokusatsu. But the quick summary: There is a meme clip going around of a sentai character beating the ever loving hell out of a monster. And the context is that the hero of that series is a super happy man who loves children who was faced with a villain who murders children in a way that maximizes suffering for everyone around them. So he just completely snaps and crosses every imaginable line while unleashing all of his powers with no wind up or ceremony. And, most importantly, there is no moral hand wringing about how “Yes, he deserved it but what is this doing to you?”. Mother fucker was unquestionably evil and got what was coming to him. And while it does tie into the overall themes of Yusuke being worn down and broken by the weight of the suit, it also acknowledges that… somebody needs to be. Which is a theme common in the Gundams and so forth.

    Contrast that with The West where The Hero is contractually required (formerly legally required…) to stop short and insist that killing the man who slaughtered dozens of children would make him no better… before being given an out when said monster grabs a gun out of nowhere.

    As for games that pull this off? I’ll contribute Dust: An Elysian Tale. Most of it is happy go lucky as the amnesiac protagonist and his cute and cuddly and obnoxious companion fight against the evil military with some good laughs. But it also touches on the theme of “you can do everything right and still people get hurt” which works REALLY well in the video game space where you are conditioned to believe the golden ending will always be happy and perfect.

    • Goodeye8@piefed.social
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      2 months ago

      I think you’re just having a blind spot for western shows. Breaking Bad, The Expanse, Game of Thrones, Barry, Mad Men and probably a bunch of others that I can’t remember off the top of my head where characters act like people with their own personal motivations and moral compasses. Without spoiling anything in one of the before/mentioned shows one of the main characters literally kills their close friend to protect the fact that they’re a shitty human being.

      There are also western games that nail the moral gray area. For example New Vegas and Baldurs Gate 3.

      • NuXCOM_90Percent@lemmy.zip
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        2 months ago

        … I would genuinely love to know what the Barry of video games is. Maybe Spec Ops The Line but that never actually is anything BUT melodramatic and dark which wasn’t the prompt. The Expanse might be a better fit but that was generally a book/show about plot progression over character studies outside of (minimizing spoilers) Everything Around Rescuing Peaches. Which, again, was almost entirely melodrama.

        That said, I do think Barry is a spectacular example of the kind of story that can make you laugh… maybe not cry but something approaching that. But if we are going into the kinds of stories that games will never touch then… I give you “literature”.

        I’ll disagree with those CRPGs because there are so many gameplay mechanics tied to alignment that it largely undermines things. I would MAYBE suggest Tyranny as a better fit although that has many of the same problems. But I will fully agree that CRPGs are much more willing to explore nuance but, similarly, tend to focus much more on a single emotion. You tend to have an Eder style character who will crack a joke to ease the tension before giving a haunting line like “It’s a good thing you weren’t braver”, but there is a pretty hard shoeing out the clowns moment when it is time to get real.

        • Katana314@lemmy.worldOP
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          2 months ago

          That’s honestly exactly what’s kept me away from CRPGs. The premise often seems to be based around something like ruined worlds or corrupt empires (both, in Wasteland’s case), with little hope for massive change. The old poster child, Fallout, runs its whole train off of treating endless grim fighting as an absurd thing to not even care about, with its tagline “War never changes”. Fun sometimes, but never meaningful.

  • paultimate14@lemmy.world
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    2 months ago

    A friend of mine wrote some lyrics for a contest, which includes the lines “if I alone remain, what would it mean to fail? Is there still a world to save…”. This comes into my head a lot whenever I’m playing certain games, especially post-apocalyptic games.

    I’d say the Zelda series struggles with this. I put in ~40 hours into Breath of the Wild before I got bored and stopped playing. I never got around to defeating Gannon and I think I only did 3 divine beasts. I kept on looking around and asking myself… Why is Link bothering? It seems like the world is doing pretty well without him. The land of Hyrule is teaming with life. Sure, the people of Hyrule are no longer building megastructures or cities, their populations might be smaller than they used to be, but everyone seems pretty happy and unbothered. The evil forces of Gannon’s corruption mostly keep to themselves, so as long as people avoid the ruined Hyrule Castle or the ruined towers they are fine. Sure, there are monsters that spawn in the wild, but there are also just plain old evil humanoids out there too. There’s regular ass animals. It seems like nature, civilization, and even evil itself have achieved a harmonious equilibrium in Link’s absence. There are some minor problems in the settlements, but in the whole everyone seems pretty happy just living their lives. It’s like they asked the question “what if we give up and let entropy take over” and the answer was the most beautiful and vibrant state that we have ever seen Hyrule in.

    By comparison, Majora’s Mask and Twilight Princess have a much broader range. TP does this very overtly by having the areas cycle through Twilight vs normal states. They establish Link’s relationships with everyone in Ordon Village first, then have Twilight fall and reduce them to cowering spirits. In other areas you see the Twilight version first and then clear it. Majora’s Mask does similar- everything is bright and sunny and cheerful on Day 1, while Day 3 is an active apocalypse. Which then gets reset over and over again.

    I would say Skyrim does a decent job of balancing the two as well, though perhaps not as extreme as other examples. Moments in the main quests like the civil war battles and the journey to sovengard are serious and epic, with the fate of Skyrim (perhaps all of Mundus) resting on your shoulders. There’s deep, personal moments like the Dark Brotherhood quest to kill Narfi or talking the ghost of the child killed by a vampire in Morthal. But there’s fun moments like coming across copies of the Lusty Argonian Maid or getting drunk and carousing with Sanguine. The Sheogorath quest line starts out as “OMG so funny and random XD, cheese!” And then dives into the child abuse and subsequent mental illness suffered by one of Skyrim’s last high kings.

    • Katana314@lemmy.worldOP
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      2 months ago

      I didn’t quite get that feeling with Breath of the Wild, but I’ve certainly had those moments where the theme of a ruined world absolutely ruined my emotional stakes, so I can understand it.

      The opening lines of Nier Automata are nihilistic and signal 2B’s desire to just get death over with. Nothing in the whole game’s story brought this feeling back in the other direction, and as a result of an adventure spanning a gray and brown “Abandoned city and death” the optimistic ending absolutely didn’t hit with me. Hard to identify why my response was so different from everyone else’s.

      The pointlessness of a fight amid a ruined world is also what makes me not care about a lot of uber-dark Soulslike games. I don’t see much of what I’m saving in most of those, and learning the lore behind all of Dark Souls’ endings reinforces that feeling.

      • paultimate14@lemmy.world
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        2 months ago

        The Souls games is another good example I considered bringing up. I’ve only played Bloodborne so far and while I did enjoy it one of my criticisms is that it’s pretty monotone. Even the few NPC’s there are tend to not be very likeable. Everything is dark. Everyone is bad. It’s not even clear whether anything the player experiences is “real” even within the game world, or whether anything the player does accomplishes anything. While I haven’t played the other games I get the impression that they are similar.

        I can also think of games that only lean into one side or the others but they do it in a way that I dont mind. “Cozy” games have made an entire genre of this, like Animal Crossing.

        Or games where the tone of the game is always dark, but the player and player character both know that there is an “outside” world they can escape to. Resident Evil, Portal, BioShock, etc.

        You brought up Metal Gear Solid because it has moments of levity within a gritty military espionage setting, but I think it’s also helped by being set in the real world. If I remember correctly, the end of MGS2 has a boss fight on the roof of a building in Philadelphia and we are shown in cutscenes that the streets below are filled with normal people going about their business, completely unaware of the threat. It’s a reminder of what the player character is fighting for.

        Uncharted is another series worth discussing. The first 3 games all kind of blur together in my memory so I could be mistaken, but I remember the first game felt too isolated. I don’t think you really spend much time in a non-hostile environment: it’s all either jungles or ruins or the enemy base. 2 and 3 did a better job of putting Nathan in more mundane and civilian settings: museums, tourists sites, cities, etc. There’s moments where you need to put away your fun and act like a normal person, and that contrast makes the action sequences hit that much harder.

      • ZeroHora@lemmy.ml
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        2 months ago

        The opening lines of Nier Automata are nihilistic and signal 2B’s desire to just get death over with. Nothing in the whole game’s story brought this feeling back in the other direction, and as a result of an adventure spanning a gray and brown “Abandoned city and death” the optimistic ending absolutely didn’t hit with me. Hard to identify why my response was so different from everyone else’s.

        Yoko Taro let the answer to the player, even in the good ending is for you to decide why is worth living.

        spoiler

        If you find the 2B flight unit you can read the message she left for 9S. “The time I was able to spend with you It was like memories of pure light”. To me this message is 2B answer for the question of what is worth living. Another thing, the OST for the main area of the earth, the cozy ost, is named Rays of light(I think is the same name in japanese) and to me is referencing the “memories of pure light”

  • smeg@feddit.uk
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    2 months ago

    I’m not really a “plot” sort of gamer so probably don’t have a huge amount of experience to choose from, but Undertale really sounds like it fits the bill. It’s all laughs and jokes until it’s not.

  • HelluvaKick@lemmy.world
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    2 months ago

    Mother 3 is both the funniest, most charming game and also the most emotionally brutal story about loss, grief, and growing up with trauma. Never has a Gameboy advance game made me cry so much

  • Gerudo@lemmy.zip
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    2 months ago

    Spiritfarer

    First, it feels like a cozy little game, awesome artwork, everything’s happy and chill. Then they hit you with the real game, helping people cross over after they died. Not so bad. Then the REAL real game is explained to you, and it is gut-wrenching. I didn’t just have a tear or 2, I full on ugly cried. Every emotion is utilized in that game.

    • yermaw@sh.itjust.works
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      2 months ago

      I might need to reinstall that, I cant remember if I finished it or not. Hedgehog Granny broke my heart hard.

  • Sonotsugipaa@lemmy.dbzer0.com
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    2 months ago

    I don’t know about mastering both, but Project Zomboid maybe?

    It can be somewhat chill and even relaxing occasionally, but when it makes you anxious it makes you ANXIOUS (and queasy, eventually).

  • thirdBreakfast@lemmy.world
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    2 months ago

    Doki Doki Literature Club is a fun dating sim, but it has slightly more emotional breadth than that, so it might pass this test.

    • yermaw@sh.itjust.works
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      2 months ago

      God damn I wish I’d stumbled across that naturally instead of being forced into it because i cant tell you lol spoilers iykyk lol dude you gotta play it.

      Tap for spoiler

      I found Inscryption naturally though, I had no idea it was gonna do half the shit it did. That cheered me right up.

  • squaresinger@lemmy.world
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    2 months ago

    Minecraft: Super chill sandbox building game, but when you are lost 150 blocks deep in the mines, just found your first diamonds in the dark after you ran out of torches and you hear that hissing sound just behind you…

  • SereneSadie@lemmy.myserv.one
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    2 months ago

    I dunno, I think GTA5’s true ending with the trio working together to close off each other’s loose ends is a pretty satisfying finale.

    I agree with the assessment in regards to 4 though. To me, it always came off as ‘nothing gets better, even if we have to shoehorn in a reason for that because we didn’t actually make a different finale’.

  • SlothMama@lemmy.world
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    2 months ago

    Omori. Somber, sad, but goofy and joyful.

    Other times terrifying, horrifying worse than a horror game.

    I wept through the last five hours of this game, just straight up crying.

    This game gave me everything from anxiety to existential dread, to laughs and moments that made my go aww.

    This game spoke to me.